This is a condensed version of Star Army Damage Rating, Version 3 article. It is meant to be consulted by anyone already aware of how SADRv3 functions and just wants to have a quick overview of the guidelines.
For more information, see Damage Rating (Version 3)#Tiers.
For more information, see Damage Rating (Version 3)#Attacks.
Using a weapon in the same tier as its target means that the weapon is capable of putting the target out of combat in a single well-placed attack. It is potentially lethal. A weapon can cause damage up to four steps above its tier. Each step above reduces the damage it can cause since the target is bigger, heavier, or better protected. We also rate overkill in four steps. It can be visualized as follows:
Weapon vs Target | Descriptor |
---|---|
4 Below | Negligible |
3 Below | Light Damage |
2 Below | Moderate Damage |
1 Below | Heavy Damage |
Equal | Potentially Lethal |
1 Above | Quite Lethal |
2 Above | Very Lethal |
3 Above | Assuredly Lethal |
4 Above | Total Annihilation |
What you need to take from this is that you cause less damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything - but too wide in favor of the weapon means lots of overkill.
An armor's or barrier's resilience and stopping power is defined by the tier its unit is part of.
For more information, see Damage Rating (Version 3)#Barrier.
Here's a table that shows on the rightmost column how much incoming damage could deplete barriers:
Weapon vs Target | Damage Directly on Target | Damage on Fully-Charged Barrier |
---|---|---|
4 Below | Negligible | Barrier undiminished. |
3 Below | Light Damage | Around 7% damage to barrier. |
2 Below | Moderate Damage | Around 12% damage to barrier. |
1 Below | Heavy Damage | Around 25% damage to barrier. |
Equal | Potentially Lethal | Around 50% damage to barrier. |
1 Above | Quite Lethal | Barrier depleted (100% damage). |
2 Above | Highly Destructive | Barrier depleted (150% damage), heavy damage to target. |
3 Above | Assuredly Lethal | Barrier depleted (200% damage), potentially lethal damage to target. |
4 Above | Total Annihilation | Barrier depleted (250% damage), quite lethal damage to target. |
Barrier technology comes in a few shapes in terms of deployment and management. The common ones include:
Type | Description |
---|---|
Bubble | This kind of barrier forms an all-around protective bubble for the unit. It's a rudimentary barrier deployment most commonly seen on power armor, mecha and larger civilian craft. It has only one universal facing. Near-misses can deplete the bubble even though they might not have actually hit the target directly. |
Conformal | Slightly more advanced, this barrier lends “skin-tight” protection to its recipient. Near-misses are much less likely to needlessly deplete the barrier. It is usually seen on power armor, mecha, and small strike craft. |
Two-Faced | Two-faced barriers have emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. Host platforms smaller than mecha may not equip two-faced barriers.1) |
Six-Faced | One of the most complex barrier setups available, this layout divides barrier facings into areas: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military starships and capital ships. Six-faced units sometimes will simplify how their facings are managed, with “fore” and “aft” commonly used. |
Barrier facings can be transferred to replenish depleted ones. Transfering power over the “standard” capacity of 100% can be safely done up to 200%; going beyond that risks damaging the barrier system from prolonged overloads and feedback-induced blowouts.
When not being fired on, barrier regeneration can safely occur at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity) or by actions from roleplayers. Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset. Transferring reserve power from things such as power armor capacitors can jump-start a power armor's barrier.
For more information, see Damage Rating (Version 3)#Armor.
Shields are made of heavier plating than the unit using it, thus its resilience can be treated being one step above the tier of the unit holding it. For example, the M6 Daisy's Zesuaium shield can cope with attacks as a medium power armor (Tier 5) target would. Damage to the shield is treated separately from the power armor or mecha holding it: having a shield does not upgrade a power armor or mecha's defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
Here's a list of commonly seen materials in SARP, along with a short blurb of how they stand out.
Armor Material | Properties |
---|---|
Xiulurium | Expensive, counts as Unarmored (see below), grants stealth when energized. |
Zanarium | Grants noncombat stealth when energized if barrier and weapons are offline. |
Durandium | Lightweight and inexpensive. |
Durandium-T | Transparent Durandium, counts as unarmored against beam-based weapons. |
Yama-Dura | Memory metal with minor noncombat regenerative properties. |
Nerimium | Heavy, density absorbs kinetic and heat impacts well, inexpensive. |
Yamataium | Heavy, expensive, memory metal with significant noncombat regenerative properties. |
Zesuaium | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat. |
Zesuaium-T | Transparent Zesuaium, counts as unarmored against beam-based weapons. |
Zesuaium-X | Coated in Xiulurium, confers same properties as long as surface remains intact. |
Units that are not actually armored take damage one step worse than usual for their tier.
For more information, see Damage Rating (Version 3)#Examples of Use.
Example of damage on a light personnel (Tier 1) target, such as a policeman in riot armor:
Weapon vs. Target | Descriptor | Examples |
---|---|---|
Equal | Potentially Lethal | Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding). |
1 Above | Quite Lethal | Reliable through-and-through penetration, gaping wounds (and exsanguination). |
2 Above | Very Lethal | Severed limbs, eviscerated torsos, massive traumatic injuries. |
3 Above | Assuredly Lethal | Explosive separation of body parts/tissues via projectile trauma. |
4 Above | Total Annihilation | Incineration, being scattered into meaty chunks and fine pink mist. |
Example of damage on a heavy personnel (Tier 3) target, such as a Unique in a full-body hardsuit:
Weapon vs. Target | Descriptor | Examples |
---|---|---|
2 Below | Moderate Damage | Notable damage to armor surface, bruising. |
1 Below | Heavy Damage | Partial armor penetration, minor burns, light wounds. |
Equal | Potentially Lethal | Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding). |
1 Above | Quite Lethal | Reliable through-and-through penetration, gaping wounds (and exsanguination). |
2 Above | Very Lethal | Severed limbs, eviscerated torsos, massive traumatic injuries. |
3 Above | Assuredly Lethal | Explosive separation of body parts/tissues via projectile trauma. |
4 Above | Total Annihilation | Incineration, being scattered into meaty chunks and fine pink mist. |
Example of damage on a light armor (Tier 4) target, such as a Ke-M2-4a "Mindy" Power Armor:
Weapon vs. Target | Descriptor | Examples |
---|---|---|
4 Below | Negligible | Scratches, ruined paint job. |
3 Below | Light Damage | Slight deterioration of armor (nicked, dented, carbonized surface). |
2 Below | Moderate Damage | Notable deterioration of armor (melted off, gouged, pockmarked), possible bruising. |
1 Below | Heavy Damage | Partial armor penetration, subsystem damage, minor burns, light wounds (major bruising, cracked bones). |
Equal | Potentially Lethal | Armor penetration, possibly fatal injury for wearer (severe wounds/burns, internal bleeding, broken bones). |
1 Above | Quite Lethal | Armor deeply penetrated, severe injuries for wearer |
2 Above | Very Lethal | Through-and-through penetration; limbs severed or ruined; massive injuries for wearer. |
3 Above | Assuredly Lethal | Significant portion of power armor and wearer blown off or destroyed |
4 Above | Total Annihilation | Obliteration likely, even from a glancing hit |
Example of damage on a medium starship (Tier 11) target, such as a Ke-S3-2e Plumeria-class Medium Gunship:
Weapon vs Target | Descriptor | Examples |
---|---|---|
4 Below | Negligible | Dents, scorch marks on the armor's surface, ruined paint job. |
3 Below | Light Damage | Gouges or noticeable pockmarks; heat warps the armor as it melts. |
2 Below | Moderate Damage | Armor might crack, fissure, or threaten to buckle; heat causes indents from reaching armor's boiling point. |
1 Below | Heavy Damage | Armor is twisted, torn, or cratered nearly through; heat sufficient to cause deeper indentations. |
Equal | Potentially Lethal | Hull breach, possible loss of function on a vital system may cripple the ship. |
1 Above | Quite Lethal | Compartment-wide damage, wide sections open to space. |
2 Above | Very Lethal | Loss of major structural components such as main gun and pylons. |
3 Above | Assuredly Lethal | If hit center-of-mass, destruction of the entire ship. |
4 Above | Total Annihilation | Ship bound to disintegrate even if caught at the edge of the attack. |